axmol/extensions/DragonBones/model/AnimationConfig.h

321 lines
9.8 KiB
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/**
* The MIT License (MIT)
*
* Copyright (c) 2012-2018 DragonBones team and other contributors
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of
* this software and associated documentation files (the "Software"), to deal in
* the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
* the Software, and to permit persons to whom the Software is furnished to do so,
* subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef DRAGONBONES_ANIMATION_CONFIG_H
#define DRAGONBONES_ANIMATION_CONFIG_H
#include "../core/BaseObject.h"
DRAGONBONES_NAMESPACE_BEGIN
/**
* - The animation config is used to describe all the information needed to play an animation state.
* The API is still in the experimental phase and may encounter bugs or stability or compatibility issues when used.
* @see dragonBones.AnimationState
* @beta
* @version DragonBones 5.0
* @language en_US
*/
/**
* - 动画配置用来描述播放一个动画状态所需要的全部信息。
* 该 API 仍在实验阶段,使用时可能遭遇 bug 或稳定性或兼容性问题。
* @see dragonBones.AnimationState
* @beta
* @version DragonBones 5.0
* @language zh_CN
*/
class AnimationConfig : public BaseObject
{
BIND_CLASS_TYPE_A(AnimationConfig);
public:
/**
* @private
*/
bool pauseFadeOut;
/**
* - Fade out the pattern of other animation states when the animation state is fade in.
* This property is typically used to specify the substitution of multiple animation states blend.
* @default dragonBones.AnimationFadeOutMode.All
* @version DragonBones 5.0
* @language en_US
*/
/**
* - 淡入动画状态时淡出其他动画状态的模式。
* 该属性通常用来指定多个动画状态混合时的相互替换关系。
* @default dragonBones.AnimationFadeOutMode.All
* @version DragonBones 5.0
* @language zh_CN
*/
AnimationFadeOutMode fadeOutMode;
/**
* @private
*/
TweenType fadeOutTweenType;
/**
* @private
*/
float fadeOutTime;
/**
* @private
*/
bool actionEnabled;
/**
* @private
*/
bool additiveBlending;
/**
* - Whether the animation state has control over the display property of the slots.
* Sometimes blend a animation state does not want it to control the display properties of the slots,
* especially if other animation state are controlling the display properties of the slots.
* @default true
* @version DragonBones 5.0
* @language en_US
*/
/**
* - 动画状态是否对插槽的显示对象属性有控制权。
* 有时混合一个动画状态并不希望其控制插槽的显示对象属性,
* 尤其是其他动画状态正在控制这些插槽的显示对象属性时。
* @default true
* @version DragonBones 5.0
* @language zh_CN
*/
bool displayControl;
/**
* @private
*/
bool pauseFadeIn;
/**
* - Whether to reset the objects without animation to the armature pose when the animation state is start to play.
* This property should usually be set to false when blend multiple animation states.
* @default true
* @version DragonBones 5.1
* @language en_US
*/
/**
* - 开始播放动画状态时是否将没有动画的对象重置为骨架初始值。
* 通常在混合多个动画状态时应该将该属性设置为 false。
* @default true
* @version DragonBones 5.1
* @language zh_CN
*/
bool resetToPose;
/**
* @private
*/
TweenType fadeInTweenType;
/**
* - The play times. [0: Loop play, [1~N]: Play N times]
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 播放次数。 [0: 无限循环播放, [1~N]: 循环播放 N 次]
* @version DragonBones 3.0
* @language zh_CN
*/
int playTimes;
/**
* - The blend layer.
* High layer animation state will get the blend weight first.
* When the blend weight is assigned more than 1, the remaining animation states will no longer get the weight assigned.
* @readonly
* @version DragonBones 5.0
* @language en_US
*/
/**
* - 混合图层。
* 图层高的动画状态会优先获取混合权重。
* 当混合权重分配超过 1 时,剩余的动画状态将不再获得权重分配。
* @readonly
* @version DragonBones 5.0
* @language zh_CN
*/
int layer;
/**
* - The start time of play. (In seconds)
* @default 0.0
* @version DragonBones 5.0
* @language en_US
*/
/**
* - 播放的开始时间。 (以秒为单位)
* @default 0.0
* @version DragonBones 5.0
* @language zh_CN
*/
float position;
/**
* - The duration of play.
* [-1: Use the default value of the animation data, 0: Stop play, (0~N]: The duration] (In seconds)
* @default -1.0
* @version DragonBones 5.0
* @language en_US
*/
/**
* - 播放的持续时间。
* [-1: 使用动画数据默认值, 0: 动画停止, (0~N]: 持续时间] (以秒为单位)
* @default -1.0
* @version DragonBones 5.0
* @language zh_CN
*/
float duration;
/**
* - The play speed.
* The value is an overlay relationship with {@link dragonBones.Animation#timeScale}.
* [(-N~0): Reverse play, 0: Stop play, (0~1): Slow play, 1: Normal play, (1~N): Fast play]
* @default 1.0
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 播放速度。
* 该值与 {@link dragonBones.Animation#timeScale} 是叠加关系。
* [(-N~0): 倒转播放, 0: 停止播放, (0~1): 慢速播放, 1: 正常播放, (1~N): 快速播放]
* @default 1.0
* @version DragonBones 3.0
* @language zh_CN
*/
float timeScale;
/**
* - The blend weight.
* @default 1.0
* @version DragonBones 5.0
* @language en_US
*/
/**
* - 混合权重。
* @default 1.0
* @version DragonBones 5.0
* @language zh_CN
*/
float weight;
/**
* - The fade in time.
* [-1: Use the default value of the animation data, [0~N]: The fade in time] (In seconds)
* @default -1.0
* @version DragonBones 5.0
* @language en_US
*/
/**
* - 淡入时间。
* [-1: 使用动画数据默认值, [0~N]: 淡入时间] (以秒为单位)
* @default -1.0
* @version DragonBones 5.0
* @language zh_CN
*/
float fadeInTime;
/**
* - The auto fade out time when the animation state play completed.
* [-1: Do not fade out automatically, [0~N]: The fade out time] (In seconds)
* @default -1.0
* @version DragonBones 5.0
* @language en_US
*/
/**
* - 动画状态播放完成后的自动淡出时间。
* [-1: 不自动淡出, [0~N]: 淡出时间] (以秒为单位)
* @default -1.0
* @version DragonBones 5.0
* @language zh_CN
*/
float autoFadeOutTime;
/**
* - The name of the animation state. (Can be different from the name of the animation data)
* @version DragonBones 5.0
* @language en_US
*/
/**
* - 动画状态名称。 (可以不同于动画数据)
* @version DragonBones 5.0
* @language zh_CN
*/
std::string name;
/**
* - The animation data name.
* @version DragonBones 5.0
* @language en_US
*/
/**
* - 动画数据名称。
* @version DragonBones 5.0
* @language zh_CN
*/
std::string animation;
/**
* - The blend group name of the animation state.
* This property is typically used to specify the substitution of multiple animation states blend.
* @readonly
* @version DragonBones 5.0
* @language en_US
*/
/**
* - 混合组名称。
* 该属性通常用来指定多个动画状态混合时的相互替换关系。
* @readonly
* @version DragonBones 5.0
* @language zh_CN
*/
std::string group;
/**
* @private
*/
std::vector<std::string> boneMask;
protected:
virtual void _onClear() override;
public:
/**
* @private
*/
void clear();
/**
* @private
*/
void copyFrom(AnimationConfig* value);
/**
* @private
*/
bool containsBoneMask(const std::string& boneName) const;
/**
* @private
*/
void addBoneMask(Armature* armature, const std::string& boneName, bool recursive);
/**
* @private
*/
void removeBoneMask(Armature* armature, const std::string& boneName, bool recursive);
public: // For WebAssembly.
int getFadeOutMode() const { return (int)fadeOutMode; }
void setFadeOutMode(int value) { fadeOutMode = (AnimationFadeOutMode)value; }
int getFadeOutTweenType() const { return (int)fadeOutTweenType; }
void setFadeOutTweenType(int value) { fadeOutTweenType = (TweenType)value; }
int getFadeInTweenType() const { return (int)fadeInTweenType; }
void setFadeInTweenType(int value) { fadeInTweenType = (TweenType)value; }
};
DRAGONBONES_NAMESPACE_END
#endif // DRAGONBONES_ANIMATION_CONFIG_H